Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 761200 times)

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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4125 on: June 28, 2024, 12:41:06 AM »
The minerals in a colony exhausted, so I moved away the mines and the rest.
Now, I wish also cancel the colony status of that body. How can I do this?

Delete the colony. Preferably after you have moved all troops off, all the population off, all the installations, etc, etc.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4126 on: June 28, 2024, 08:32:00 AM »
then edit the column 'WPLink' in the table 'FCT_JumpPoint' to make the connections.
Okay, I've created Proxima and Alpha Centauri, I've made them have the right number of JPs. I figured out the SystemIDs and I connected Sol to Proxima, Alpha to Proxima and Proxima to both but now I'm getting this:

2.5.1 Function #1145: The Given key was not present in the dictionary.

EDIT: wait do I need to SM mode to explore each of the JP first, and then use DB editor to change the links? But that would love orphaned systems, wouldn't it?


« Last Edit: June 28, 2024, 09:18:07 AM by Garfunkel »
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4127 on: June 28, 2024, 09:24:57 AM »
EDIT: wait do I need to SM mode to explore each of the JP first, and then use DB editor to change the links? But that would love orphaned systems, wouldn't it?

I'm not sure. It's been a very long time since I tried anything like this. I don't think this should be the case but I could be wrong or forgetting something.
 

Offline ChubbyPitbull

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4128 on: June 28, 2024, 01:59:36 PM »
Is there a way to fully automate an Orbital Mining fleet (not counting actually transporting the minerals)? As I understand it, Orbital Mining Fleets can only mine to a population, so a pop must be created for them to work. There is a "Move to Asteroid mineral source" Standing Order, but once the orbital mining fleet arrives it cannot mine unless a population is manually created there.

What I'm hoping to achieve, with minimal clicking, is to move an orbital mining fleet into a system with mineral-rich asteroids, and let them run automatically moving from asteroid to asteroid. Then once complete, I can send a cargo fleet through to pick them all up. As far as I understand it to do that right now, once in system I would need to go through and manually create a population on every single mineral asteroid. And potentially re-set the "Move to Asteroid mineral source" standing order when an asteroid is completed, because I believe it clears once the Orbital Mining fleet arrives at an asteroid. Thanks to an intel win my orbital mining fleet can clear an asteroid with max 10k minerals on it incredibly quickly, so the amount of clicks required to do this manually would not be spread out.

Thanks!
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4129 on: June 28, 2024, 02:53:08 PM »
Is there a way to fully automate an Orbital Mining fleet (not counting actually transporting the minerals)? As I understand it, Orbital Mining Fleets can only mine to a population, so a pop must be created for them to work. There is a "Move to Asteroid mineral source" Standing Order, but once the orbital mining fleet arrives it cannot mine unless a population is manually created there.

What I'm hoping to achieve, with minimal clicking, is to move an orbital mining fleet into a system with mineral-rich asteroids, and let them run automatically moving from asteroid to asteroid. Then once complete, I can send a cargo fleet through to pick them all up. As far as I understand it to do that right now, once in system I would need to go through and manually create a population on every single mineral asteroid. And potentially re-set the "Move to Asteroid mineral source" standing order when an asteroid is completed, because I believe it clears once the Orbital Mining fleet arrives at an asteroid. Thanks to an intel win my orbital mining fleet can clear an asteroid with max 10k minerals on it incredibly quickly, so the amount of clicks required to do this manually would not be spread out.

Thanks!

There is no way to automatically create a population IIRC but this could be a good post in the suggestions thread. IIRC this is one of several standing orders that is really implemented for the NPRs to use and is exposed to the player mostly by coincidence.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4130 on: June 29, 2024, 12:38:58 AM »
If I delete a system through SM mode, will that prevent the system to be ever re-discovered?

EDIT: tested it out and turns out the answer no. Using SM mode to delete a system will not prevent you from re-discovering that system even with the same player race.
« Last Edit: June 29, 2024, 12:46:20 AM by Garfunkel »
 

Offline Rince Wind

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4131 on: June 29, 2024, 06:42:25 AM »
then edit the column 'WPLink' in the table 'FCT_JumpPoint' to make the connections.
Okay, I've created Proxima and Alpha Centauri, I've made them have the right number of JPs. I figured out the SystemIDs and I connected Sol to Proxima, Alpha to Proxima and Proxima to both but now I'm getting this:

2.5.1 Function #1145: The Given key was not present in the dictionary.

EDIT: wait do I need to SM mode to explore each of the JP first, and then use DB editor to change the links? But that would love orphaned systems, wouldn't it?

You could save before exploring the jump point and then reload until you get the correct system.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4132 on: June 29, 2024, 09:04:33 AM »
True but doing it at the very start allows me to do all "housekeeping" in one go when I start the campaign and then afterwards play normally.
 

Offline nakorkren

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4133 on: June 29, 2024, 12:04:45 PM »
I suspect an NPC is getting into my protected "back yard" via a previously undiscovered jump gate. Having read Steve's fiction, it looks like there's a way to "resurvey", but how do I do that? I don't see a button in the system screen resetting the survey status (except in SM mode). Do I have to show survey points on fleet movement orders tab and manually assign them to a survey ship?
 

Offline Andrew

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4134 on: June 29, 2024, 12:51:49 PM »
Use SM mode to set no grave survey and then survey again. Depending which npr it is they may not be using a jump point
 
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Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4135 on: June 29, 2024, 02:23:29 PM »
...

Delete the colony. Preferably after you have moved all troops off, all the population off, all the installations, etc, etc.

Thanks for the suggestion!
In the Economics window, Summary tab, I have selected the colony and used the button "Delete Pop" (never noticed before), is it correct?
In the System window, next the body name now there is a (B) mark, is it OK? Does (B) stand for?
Yes, yes, the colony was fully empty, before using the command.
 

Offline nakorkren

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4136 on: June 29, 2024, 03:36:22 PM »
Use SM mode to set no grave survey and then survey again. Depending which npr it is they may not be using a jump point

In this case I know that's not applicable here. I was hoping there was a non-SM way to do it, since in theory this is a problem that can occur and shouldn't require SM to address, but eh, as long as I can do it manually that's fine.
 

Offline nakorkren

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4137 on: June 29, 2024, 05:16:46 PM »
On the Galaxy map when you tick the "Security Status" box, it displays x/y numbers in red below systems where there has been combat, but I'm unclear on what x and y mean, other than they go down with time. Clearly something to do with threat, but not sure what the difference is between the two numbers... something to do with damage done to the enemy vs to you?
 

Offline kks

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4138 on: June 29, 2024, 06:11:23 PM »
On the Galaxy map when you tick the "Security Status" box, it displays x/y numbers in red below systems where there has been combat, but I'm unclear on what x and y mean, other than they go down with time. Clearly something to do with threat, but not sure what the difference is between the two numbers... something to do with damage done to the enemy vs to you?

The first number is correlating to the damage done to you (decaying over time!). The second is dependent on your current naval strength in the system(like protection value).
Iirc if you have more strength in a system than damage done to you, the system is considered safe. That way, if aliens pop up in your home system and take a few shots at you while being destroyed or chased off, the system is not suddenly declared unsafe for civvies.
 
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Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4139 on: June 30, 2024, 06:01:43 PM »
I recently built a fleet flagship to test out the staff and command systems.  The ship has the following:
Flag Bridge
Main Engineering
Bridge
Aux Control
CIC

According to my understanding I should be able to appoint an XO, a Chief Engineer, tactical officer, and a "flag commander".

I've figured out all of them except the XO.  The officer assignment page has an option for "Executive Officer - miliary", but the one ship I have with an aux control isn't showing up.